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Do not consider discovered checks in king safety

Does not help and it slows downs a bit because it
is not cheap to get the possible discovered checks
out of a position.

After 997 games at 1+0
Mod vs orig +153 =692 -152  +0 ELO

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-05-15 13:00:32 +01:00
parent 93f64577c3
commit 0d207ec2c6

View file

@ -761,12 +761,6 @@ namespace {
if (b)
attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
// Analyse enemy's discovered checks (only for non-pawns right now,
// consider adding pawns later).
b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
if (b)
attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
// To index KingDangerTable[] attackUnits must be in [0, 99] range
attackUnits = Min(99, Max(0, attackUnits));